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*TTRPGs General
GURPS - a matter of style and setting.
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<blockquote data-quote="mmadsen" data-source="post: 139062" data-attributes="member: 1645"><p>I'm not disagreeing with you, ColonelHardisson -- I'm certainly not saying d20 shouldn't reach out to new genres -- but I think we have to accept the central reason for the general sentiment that GURPS can/should handle mulitple genres and d20 can't/shouldn't: GURPS was designed from the get-go for multiple genres, and it uses reality as it's baseline (even if it's not a perfect simulation). </p><p></p><p>As we all know, D&D has a long history of numbers that don't make sense (one-minute rounds, weird movement rates, etc.) and rules that only fit D&D (hit dice, AC reducing chance of being hit, strength increasing chance of hitting, strict classes, etc.) -- and d20 is just getting away from that history.</p><p></p><p>Witness the arguments about hit dice in Call of Cthulhu and about armor-as-AC vs. armor-as-DR in Star Wars. The D&D baseline isn't well suited to many genres, because it makes particular, not-very-generic decisions about combat, magic, etc.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 139062, member: 1645"] I'm not disagreeing with you, ColonelHardisson -- I'm certainly not saying d20 shouldn't reach out to new genres -- but I think we have to accept the central reason for the general sentiment that GURPS can/should handle mulitple genres and d20 can't/shouldn't: GURPS was designed from the get-go for multiple genres, and it uses reality as it's baseline (even if it's not a perfect simulation). As we all know, D&D has a long history of numbers that don't make sense (one-minute rounds, weird movement rates, etc.) and rules that only fit D&D (hit dice, AC reducing chance of being hit, strength increasing chance of hitting, strict classes, etc.) -- and d20 is just getting away from that history. Witness the arguments about hit dice in Call of Cthulhu and about armor-as-AC vs. armor-as-DR in Star Wars. The D&D baseline isn't well suited to many genres, because it makes particular, not-very-generic decisions about combat, magic, etc. [/QUOTE]
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